Ship rotation by engines

Zilvinas Mikaliunas shared this feedback 45 days ago
Not Enough Votes

The biggest problem in the engineering game is not calculating engine moments on the ship. All rotation need to be done by engines, not gyros. Gyros generally is more for information about current ship angles in space. The trust added to different positions around the center of mass must create different rotation vectors. Gyros are not needed for that.

Thrusters' locations heavily affect ship designs and maneuverability of ships. And it is more engineer-like behavior.

Replies (2)

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An earlier proposal for the same request.

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This implies center(s) of mass and fulcrums. This is a radical change and paradigm shift for ship building. I'm unsure this would be good for the game. It would really raise the bar for minimum skillset.

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Yeah, exactly. It would be way less beginner friendly and would also limit the creativity a lot. Another point is that a lot of sci-fi ships in pop culture are not at all build with that in mind, they wouldn't work.


We should not forget that Space Engineers is not a simulation, it is a mix of simulation and arcade to make it more fun and accessible. I think I could lost the interest in the game if it would be too much simulation and such thing is already a critical thing for me.

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